How to make correct PathFinding for large size entity in cryengine? - path-finding

I have been confused by the pathfinding problem for a few days, it seems that the space between generated path and forbidden area are constant. I am really dry, and did not find anything relating to my question on official documentation.
I have tried to modify "pathfindProperties.xml", there is no difference when switching different "Type"
Scale up the radius of collider
is there anybody can give me a help? I really appreciate it!
{A screenshot of my question: http://www.crydev.net/download/file.php?id=86461}

After investigating the problem, I found a solution:
To use the Multi-layer navigation mesh, rather than the default navigation system. And define a proper volume for actor via "NavigationType" property.

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How can I use the Vega Editor to make my own graphs?

I need to create a radial tree graph and see that this Vega Editor has a really good looking one. However, I spent three hours trying to understand how to add my own data to it. I couldn't find any way to make a fork, and I couldn't add my own json files from my own dataset collection (some error about depth not being able to be Infinity).
I don't really have any deep coding knowledge. I was able to understand and replicate the code in flare.json (the example data), but the problem was getting the Vega Editor to read the data.
Can anyone point me in the right direction here? I can't find any help on google or the Vega website. All the information seems to assume everyone knows how it all works.
Thanks!

Damaging QR Codes to Create Circles: Are Corners Necessary?

I am trying to create a circular QR Code. I understand that the typical circular codes require customer readers (Facebook, Kik, TikTok, ShotCode, etc.), but I would like this code to be able to be read by standard devices (ex.: the built-in reader in iOS devices).
I have looked at a stack of reference materials, including:
How can I generate a circular qr-code like a messenger or a kik code?
Generate circular qr-code like a messenger or a kik code using Python
Generate QR codes missing the corner
I've also dug into the (really in-depth) tutorial at thonky.com, and tried to create my own:
From what I can tell, I've kept the finder patterns, the alignment pattern, the timing patterns, the separators, and the dark module intact (see details here). But still no love when I try to read it.
Admittedly, I've taken an existing code (it contains the URL 'https://www.stackoverflow.com') and just chopped off the corners to make it fit. So my assumption is that I've damaged the code enough that the error correction isn't working.
But, would this work at all anyway? If I figured out how to encode it correctly, would it work without the corners? Or is this a useless endeavor to start with?
There is a basic structure for QR codes with specific elements that take part in the decoding process. Some of them are the alignment, the timing pattern, and the finder pattern. One of the elements which seems to be missing is the quiet zone. It's used to separate the code from other objects and surrounds all the data including structuring elements in the code. Have a look on the outer side of codes here and notice the difference. Also, if you look at the points that represent your data cells, some of them partially exist. In other words, some half and quarter circles exist and others are unknown behind the outer frame of your code design. How would it be figured out if it's black or white to be used for decoding? This is the problem. Please check this image to see how data look missing when you crop it with the circle.
Also, if you use any regular QR coder reading application, you will notice that circular QR codes require custom readers. So, the answer to your question is yes. The corners are necessary if you don't use a custom reader and if data exists on them.
If you are interested in academic research details, see this. I hope my answer helps you. :)

JavaFX Game Issues with wall boundaries

I am having trouble getting my simple JavaFX Maze Game to work. I just wanted to do this to test how much I knew, and I have gotten almost to the end.
All I want to do now is see if there is a way for me to combine all of the Rectangle2D Boundaries into a single bounding shape for me to do collision detection with.
Right now, I have maze walls set up like
this, and I have to check for collision against every single one of the wall objects, which I have contained in a list.
What I want to know is there anyway of turning that into a single shape that I can check collision against. That would make my job so much easier when it comes to finishing my game.
EDIT 1: The red boxes in the image are just there to represent the Rectangle2D bounding boxes. They will not actually be there in the final product.
EDIT 2: All of these have been created using a simple black square sprite, and all of the bounding Rectangle2D boxes are using the javafx.geometry package, not the javafx.scene.shape package.
Any help would be appreciated. Thanks in advance!
Do you mean union many shapes into one?
Thanks to the help of the comment thread on Powercoder's answer, I was able to get it figured out. Instead of using javafx.geometry classes, I was able to switch to javafx.scene.shape classes, which allowed me to finish everything I was trying to do.
Here is my old code: https://pastebin.com/1DBXuq79
and here is my new code: https://pastebin.com/uXTrcsZ2
For anybody who wants to compare and figure out how I changed it.

cytoscape: Dagre-layout prevent nodes from laying on edges

I am using cytoscapejs with dagre layout (https://github.com/cytoscape/cytoscape.js-dagre). I am very happy with this extension, however, there is one problem I am struggling with. In particular, I would like to prevent that nodes are allowed to lay over edges. Because of that, there are some examples where one cannot distinguish between an edge from a node to a successor and an edge from the successor of the particular node to the succeeding node. There is also an open issue regarding this misbehavior (https://github.com/cytoscape/cytoscape.js/issues/1078)
I allready tried out other curve-style layouts such as 'segments' and 'haystack' but unfortunately without success.
Does anyone of you have an idea how to do that?
Thanks in advance
Andy
You'd have to convert the points that Dagre gives you into segment values. You could put those values in .scratch() to be used in a mapper.
See https://github.com/cytoscape/cytoscape.js-dagre/issues/5
There are a lot of things in the queue for Cytoscape and the extensions, but unfortunately time and resources are constrained and this feature request is relatively low priority. You're welcome to make a pull request on the extension if you'd like to use the feature.
Thanks

Dynamically creating a force directed graph with weighting

I can't find any way to draw a force directed graph where the weighting of the edges affects their length.
Although the Neato layout engine for .Dot format claims to do this, it never seems to actually respond to the edge weight that I give to it.
Ideally, I'd like to do this in Javascript. I've been using the Javascript Infovis Toolkit, but this doesn't seem to have any means for setting a weighting.
Any suggestions gratefully received!
So infovis doesn't solve this problem at all well, and I can't see what's going on with gvis either. However, I have solved this problem using cytoscape.
Although I haven't used it, cytoscape does have a command line option, so you could potentially use it to create images dynamically.

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